Follow the GDScript style guide in every script
- Types on every parameter, return value and variable, and snake_case names (the player name limit is the constant MAX_NAME_LENGTH). - Spelling fixes: *_triggered, character_selected, separator, caught_errors. The server's catched_errors key stays as the server sends it. - Signals are connected with signal.connect() instead of by name. - Code is ordered signals, constants, exported vars, vars, @onready vars, functions, with @onready on one line and two blank lines between functions. - Every script starts with a ## description. Template comments, old LOC notes and commented-out code are gone, apart from the local play code. - Lines are at most 100 characters, apart from the local play path. - The screenshot tour turns off the blinking text cursor so pictures match.
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@@ -1,14 +1,14 @@
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extends Node
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## The game settings and the players, shared by the whole game.
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##
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## Registered as the [code]Settings[/code] autoload.
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const MAX_NUMBER_OF_PLAYERS: int = 7
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var default_path: String = "https://music.sanplex.xyz"
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var selected_server: int = 0
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var is_local: bool = false
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var is_debug: bool = false
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var stop_after_current: bool = true
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var auto_repeat_song: bool = true
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var hide_next_track: bool = true
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@@ -22,7 +22,6 @@ var hide_for_seconds: float = 5.0
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var hide_beginning: bool = false
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var hide_length: bool = false
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var hide_ticks: bool = false
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var player_array: Array[PlayerObject]
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var edit_players: bool = false
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var currently_syncing: bool = false
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@@ -32,6 +31,7 @@ var character_select_open: bool = false
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## Releases are made from it, see RELEASING.md.
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var version: String = ProjectSettings.get_setting("application/config/version", "")
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func delete_children(node: Node) -> void:
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for n: Node in node.get_children():
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node.remove_child(n)
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